Blood Angels Roster Feedback

In the grim darkness of the far future, there is only war. Experience every bone-rattling explosion and soul-crushing charge in Warhammer 40,000: Battlesector, the definitve battle-scale game of turn-based strategy and fast-paced combat that takes you to the battlefields of the 41st Millenium.
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the1corrupted
Private First Class - Opel Blitz
Private First Class - Opel Blitz
Posts: 3
Joined: Thu Sep 29, 2022 3:22 pm

Blood Angels Roster Feedback

Post by the1corrupted »

Hello, I got most of the way into the campaign but most of this feedback is from playing Planetary Supremacy.

Some of the cohesion limits for Space Marines are a little weird. I can have 3 priests max, but 3 feels like too many honestly, with how squishy they are. I ran at max 2 to support maybe 2 different fronts. It feels like the Marine leadership units have no preservation. So when fighting Necrons, they just super-snipe all my leadership guys and I'm left with no support units in some matches. They either need better benefit from cover, or I just opt to bring more librarian juggies instead of a Lieutenant or a Sanguinary Priest, or even a Librarian (more on Librarian later)

The Librarian was mega targeted almost every match and died quickly. I never got the Wings of Sanguinius to improve his mobility, but my experience with him was to just go with the Juggernaut Librarian. It was more heavily armored, and that glaive arm could dish out the damage for almost the same point cost.

Replace the Librarian with some straight up Terminators for the same point cost and cohesion value? Power Weapons and Shieldy boys would be definitely appreciated. The Librarian's default spell was borderline useless in the -20 momentum along with it's limited range and how super squish the Librarian really is.

The Inceptors were my absolutely favorite unit, and usually went Plasma with them. I preferred them over Hellblasters 2:1. Hellblasters are not very mobile, though you get the models, but they each feel like they shoot the same number of times. Inceptors get jump packs to get out of dodge.


* Hellblasters and Incessors...
Why don't the Incessor's just get an option for plasma rifles? Hellblasters being a dedicated unit seems very odd.

Here's what might work a little better:
1. Give Hellblasters more HP (Like Death Company vs Assault Marines), and drop the Plasma default weapon. Replace with either Bolt Rifle or Autobolter.
2. Hellblasters can OPTIONALLY take Plasma or Heavy Plasma, or maybe even a rocket launcher. Or perhaps something unique to the Blood Angels (I'm sorry my Angel Lore isn't that great as far as if they have preferred tactics).
3. Drop Hellblaster base point cost to 90, but +20 for plasma rifles, and the same point cost for heavy plasma if you want to keep that all the same.
4. Give Incessors access to basic plasma guns like the Hellblasters had at a +20/+30 points or something.

It achieves 2 things: More army options (which is probably a good thing) and makes the Hellblasters a little more special.

I felt like I was playing rock-paper-scissors with the Intercessors. Because of their bolter-only options, they were good against Nids, bad against Necrons. Need more plasma for Necrons.

Assault Marines were good against all, and the Death Company were definitely a stand out.

* Aggressors
Their range is too limited, they're too slow, and they don't have a lot of HP per model. The ONLY thing I liked was the frag bombing for 4 tiles then advance in close to finish off worked well on open ground, but overall, I felt like they were lacking.

"Hail of Fire" doesn't seem to actually do more damage than the normal pistol bolter attacks, I have used it even when sacrificing 4 MP and the damage is horrendously anemic. Then again, I did use this more on Necrons than Nids, and it might work better on Nids.
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